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Prepare la scission a venir entre l'editeur Jeu 2D et le futur editeur Support de formation (voir docs/plan/PLAN.md), sans toucher a l'architecture en couches existante : - screens/ renomme en game_engine/ (nom clair pour le moteur du jeu 2D, avant l'arrivee d'un second "moteur" cote document) : ~85 imports corriges, contrat import-linter mis a jour, meme forme de couches. - routes/, scripts/, static/, templates/, tests/ : tout ce qui est propre au jeu 2D deplace dans un sous-dossier game/ de chacun (routes/game/, static/game/, templates/game/, tests/game/, scripts/game/) ; ce qui est partage par le site (auth, onboarding, dashboard, uploads, db/) reste a la racine de chaque dossier. Un sous-dossier document/ (vide) cree dans chacun pour le futur chantier. - styles/ volontairement inchange : les 3 fichiers sources sont concatenes en un seul static/style.css charge par tout le site, scinder leur CONTENU (editeur vs partage) serait un refactor CSS distinct, pas un deplacement mecanique. - Chaine d'export SCORM (publish/build_scorm_package.py) mise a jour en profondeur : copie des assets, URLs d'icones relatives a static/style.css (qui ne bouge pas), manifeste, wrapper SCORM. - Deux regressions d'un sweep de renommage anterieur corrigees au passage (screens.js/screens/scene-objects incorrectement convertis en game_engine.js/game_engine/scene-objects dans des commentaires). - Effet de bord Windows decouvert et corrige : git mv + Path.write_text convertissent des fichiers en CRLF (core.autocrlf=true) - ~189 fichiers normalises en LF. - .eslintrc.json/package.json : uniquement les chemins de glob mis a jour (static/game/js/...) ; la preparation eslint-plugin-unicorn du lot 7 reste volontairement non committee (package-lock.json restaure a la version precedente). Verifications : ruff, mypy --strict (391 fichiers), vulture, bandit, lint-imports tous verts ; 591/591 tests Python, 276/276 tests JS ; demarrage serveur + requetes HTTP manuelles confirmant que les assets deplaces repondent en 200 au nouvel emplacement et 404 a l'ancien. SKIP=djlint : backlog H021 (styles inline) deja documente comme dette assumee dans CODE_QUALITY.md section 6, aucun template touche par ce commit au-dela d'un deplacement de fichier. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
138 lines
5.6 KiB
Python
138 lines
5.6 KiB
Python
"""Boîte de collision d'un objet de scène (voir
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game_engine/rendering/collision_settings.py, static/game/js/play/conditions.js::
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elementsOverlap pour son usage au jeu, testé côté client dans
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static/game/js/play/__tests__/conditions.test.js) : posée AUTOMATIQUEMENT sur
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CHAQUE objet (= sa propre boîte, tant que rien n'est réglé), activable/
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désactivable, taille/forme/décalage configurables."""
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import re
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from collections.abc import Callable
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from typing import Any
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from flask.testing import FlaskClient
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import game_engine
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from tests.conftest import not_none
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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_collision"
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) -> Any:
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resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
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slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
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screen_id = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def _add_decor(client: FlaskClient, slug: str, screen_id: int) -> Any:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "decor"}, follow_redirects=False
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)
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assert resp.status_code == 302, resp.data
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return int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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def test_freshly_placed_object_defaults_to_its_own_box_as_collision(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Sans réglage explicite, la boîte de collision EST la boîte de
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l'objet (comportement inchangé pour tout objet déjà posé — la
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collision se comportait déjà comme ça, implicitement, avant l'ajout
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de ce réglage)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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collision = game_engine.resolve_collision_settings(obj)
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assert collision["enabled"] is True
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assert collision["shape"] == "rectangle"
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assert collision["width"] == obj["width"]
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assert collision["height"] == obj["height"]
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assert collision["offset_x"] == 0 and collision["offset_y"] == 0
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def test_collision_route_persists_a_custom_box(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"enabled": true, "shape": "cercle", "width": 30, "height": 30, "offset_x": 5, "offset_y": -5}',
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content_type="application/json",
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)
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assert resp.status_code == 200
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assert resp.get_json()["collision"] == {
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"enabled": True,
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"shape": "cercle",
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"width": 30.0,
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"height": 30.0,
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"offset_x": 5.0,
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"offset_y": -5.0,
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}
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_collision_settings(obj)["shape"] == "cercle"
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def test_collision_route_can_disable_the_box_entirely(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"enabled": false}',
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content_type="application/json",
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)
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assert resp.get_json()["collision"]["enabled"] is False
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def test_collision_route_rejects_an_unknown_shape_and_falls_back_to_rectangle(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"shape": "triangle"}',
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content_type="application/json",
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)
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assert resp.get_json()["collision"]["shape"] == "rectangle"
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def test_collision_route_ignores_invalid_size_values(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Une largeur/hauteur invalide (texte, vide) ne plante pas — retombe
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sur la taille de l'objet, comme si rien n'avait été réglé."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/collision",
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data='{"width": "pas-un-nombre", "height": ""}',
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content_type="application/json",
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)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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collision = resp.get_json()["collision"]
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assert collision["width"] == obj["width"]
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assert collision["height"] == obj["height"]
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def test_collision_route_404s_for_missing_object(client: FlaskClient, game: str) -> None:
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resp = client.post(f"/game/{game}/scene-objects/999999/collision", data="{}", content_type="application/json")
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assert resp.status_code == 404
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def test_full_game_payload_exposes_collision_settings_for_every_scene_object_kind(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Pas seulement "personnage" — un décor/fond peut aussi servir
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d'obstacle à une condition de collision."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_decor(client, slug, screen_id)
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payload = game_engine.full_game_payload(slug)
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scene_screen = next(s for s in payload["screens"] if s["id"] == screen_id)
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obj_payload = next(o for o in scene_screen["elements"] if o["id"] == obj_id)
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assert obj_payload["collision"]["enabled"] is True
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